Gamasutra - Category: Production

by Justin Hall[11.10.11]In 2007 Justin Hall co-founded GameLayers with an ambitious plan to bring an MMO to the Firefox toolbar, before ultimately shutting down in 2009. Gamasutra presents an exhaustive look back at the entire ride.
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by Christian Nutt[09.30.11]In this interview with Dark Souls producer Kei Hirono, he reflects on the development of the game and what director Hidetaka Miyazaki and his team at developer From Software have achieved with the eagerly anticipated, famously challenging, and innovative title.

by David Johnston[09.29.11]In this revealing postmortem of The Adventures of Shuggy, Smudged Cat Games' David Johnston reveals how working with the best of intentions and inspiration can have a bad commercial result when the cards fall in the wrong places creatively and business-wise.
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by Isaiah Taylor[09.28.11]One gamer's journey from a young fan to finding out how the popular space flight series from the original PlayStation took shape -- featuring new interviews with several of the original developers.

by Henrik Markarian[09.14.11]Henrik Markarian, a veteran developer with over 20 years in the industry, including stints at Mindscape and NovaLogic, shares production secrets he's learned over the years -- best practices aimed at improving efficiency and studio culture.

by Staff[11.18.11]In , the Rockstar VP and GTA producer explains one reason the company is slow to sequel -- and why we're seeing Max Payne 3 rather than Bully 2 in 2012.

by Kyle Orland[11.17.11]An issue surrounding a patent for a specific shading technique has held up a promised open source release for the code behind Doom 3, as programmer John Carmack goes back to make modifications.
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by Kyle Orland[11.14.11]Unity Technologies CEO David Helgason says the closed design of Microsoft's Windows Phone 7 environment means the platform won't be getting support from the company's popular game engine.
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[11.18.11]A personal reflection on where my motivation came form to startup a new indie game studio after my Silicon Valley startup jobs. With a clear picture of why I took the leap, it helps motivate me through the rough patches.

[11.17.11]Over the past few years it is becoming common place for companies to offer their communities access to the beta test only by pre-order. I refuse to purchase any game early for that incentive.

[11.15.11]Any developer can tell you that one of the absolute most important elements of game development is communication..
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[11.15.11]Thinking of living the Double Developer life? Here are some handy tips and tricks that have proven very useful for me, saving me countless hours and headaches.
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[11.13.11]How to create and maintain a good schedule as an indie developer.

Vicarious Visions / Activision —
Albany,
NY,
USA
[11.18.11]

Come join Vicarious Visions, one of the most dynamic and creative game developers in the video-game industry. For over 15 years, VV games have been pushing technical boundaries to deliver addictive gameplay and immersive art bringing both characters and worlds to life on Xbox 360, PS3, Wii, iPhone, and many other platforms. Vicarious Visions, located in Albany, NY, has gained critical acclaim with hit titles such as Marvel Ultimate Alliance 2®, Guitar Hero: Legends of Rock, Guitar Hero: On Tour®

Be a part of the most exciting and innovating computer entertainment in North America. Sony Computer Entertainment America LLC (SCEA) markets the PlayStation® family of products and develops, publishes, markets, and distributes software for the PS one™ console, the PlayStation®2 and PlayStation®3 computer entertainment systems and the PlayStation Portable (PSP™).

Warner Bros Games —
Bothell,
WA,
USA
[11.17.11]

WB Games Inc. seeks a Director of Online Design to participate in developer due diligence activities to assess online design talent, pipelines, process, and technology.

SEGA of America —
San Francisco,
CA,
USA
[11.17.11]

THQ —
Agoura Hills,
CA,
USA
[11.17.11]

THQ is a really great place to work! People who work hard and play hard and have great passion for the Company as a whole. In turn the Company recognizes this and offers a great work life balance-

Be a part of the most exciting and innovating computer entertainment in North America. Sony Computer Entertainment America LLC (SCEA) markets the PlayStation® family of products and develops, publishes, markets, and distributes software for the PS one™ console, the PlayStation®2 and PlayStation®3 computer entertainment systems and the PlayStation Portable (PSP™).

2K Games —
Novato,
CA,
USA
[11.16.11]

Relic Entertainment —
Vancouver,
BC,
CAN
[11.16.11]

About Relic EntertainmentRelic Entertainment is a leading worldwide developer of video game entertainment and a subsidiary of THQ publishing. Founded in 1997 Relic has behind some of most innovative and well respect video game titles of the last 10 years. Pioneering the Dawn of War, Homeworld and the Company of Heroes series of title and is currently developing the highly anticipated Warhammer 40,000 Space Marine title.

Microsoft —
Redmond,
WA,
USA
[11.15.11]

Microsoft Studios group is looking for a dynamic and experienced designer who has passion to create the world’s greatest family focused gaming experiences. The Sr. Designer position focuses on partnering and supporting creative visionaries, solving creative issues, helping establish and emphasize core design pillars, and evangelizing published products from a game design perspective.

Microsoft Kinect —
Redmond,
WA,
USA
[11.15.11]

We’re the people that developed Kinect and profoundly changed the way people interact with technology. Now our incubation team is ready to change the world again, but we need your help!

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By Cyril Marlin Experienced tool developer Cyril Marlin outlines a method used to build an automated testing system for Wizarbox's SoBlonde, a Wii adventure game -- which reduced bugs, increased polish, and is flexible enough to be adapted to other genres.

By Christian Nutt Gearbox writer Anthony Burch and concept designer Scott Kester talk about how they view the direction they should be taking with the Borderlands sequel, touching on narrative, art, and design decisions that keep the game interesting for players.

By Brandon Sheffield In this interview, famed composer and producer Akira Yamaoka discusses what his Silent Hill legacy means to him, what he's been up to since he joined Grasshopper Manufacture, and his vision for what the developer must become.

By Tony Ventrice In his first article, Badgeville's Tony Ventrice identified seven ways in which games create fun as a map toward gamification -- and in this follow-up article, Ventrice delves into the first two of his seven identified dynamics of game design.

By Christian Nutt In this extensive interview, conducted at this year's GDC Europe, Belgium-based art game duo Tale of Tales discusses how they first got into making games and the extreme frustration that they feel with the state of the medium.